Game Theory Slides Chapter 5
Game Theory Slides Chapter 5
Game Theory Slides Chapter 5
Equilibrium
Game Theory:
An Introduction with Step-by-Step Examples
• In the above game, if we restrict players to use a specific strategy, there will be no
mutual best response, and this game will have no NE, i.e., 𝑝𝑝𝑝𝑝𝑝𝑝𝑝𝑝 = ∅ .
• However, if we allow players to randomize, such as playing left with probability =
1⁄ , and right with the remaining probability = 2⁄ , we can find the NE of the
3 3
game. (These strategies are called Mixed Strategy NE (msNE), which we discuss in
later slides.)
Another Example
• Consider a game where police department chooses where to locate most of its police
patrols and, simultaneously, a criminal organization decides where to run its business
• Matrix 5.2 shows that the police seeks to choose the same action as the criminal, while
the latter seeks to miscoordinate by selecting the opposite location as the police patrol to
avoid being caught.
Criminal
Street A Street B
Street A 10,0 -1,6
Police
Street B 0,8 7,-1
Matrix 5.2. Police and Criminal Game
• A similar argument applies to firm monitoring, such as a polluting firm choosing how
many emissions to abate and an environmental protection agency deciding the frequency
of its inspections.
Mixed Strategy
• Consider an individual 𝑖𝑖 with a binary strategy set 𝑆𝑆𝑖𝑖 = 𝐻𝐻, 𝐿𝐿
representing, for instance, a firm choosing between high and low
prices.
• Define a player 𝑖𝑖’s mixed strategy (or randomization) as a probability
distribution over her pure strategies 𝐻𝐻 𝑎𝑎𝑎𝑎𝑎𝑎 𝐿𝐿 , as follows 𝜎𝜎𝑖𝑖 =
𝜎𝜎𝑖𝑖 𝐻𝐻 , 𝜎𝜎𝑖𝑖 𝐿𝐿 , where
𝜎𝜎𝑖𝑖 𝐻𝐻 = 𝑝𝑝 and 𝜎𝜎𝑖𝑖 𝐿𝐿 = 1 − 𝑝𝑝
1 1 1 1
• 𝑚𝑚𝑚𝑚𝑚𝑚𝐸𝐸 = 𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷 𝐿𝐿𝐿𝐿𝐿𝐿𝐿𝐿, 𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷 𝑅𝑅𝑅𝑅𝑅𝑅𝑅𝑅𝑅 ; 𝐴𝐴𝐴𝐴𝐴𝐴 𝐿𝐿𝐿𝐿𝐿𝐿𝐿𝐿, 𝐴𝐴𝐴𝐴𝐴𝐴 𝑅𝑅𝑅𝑅𝑅𝑅𝑅𝑅𝑅
2 2 2 2
𝐺𝐺𝐺𝐺𝐺𝐺𝐺𝐺𝐺𝐺𝐺𝐺 𝐾𝐾𝐾𝐾𝐾𝐾𝐾𝐾𝐾𝐾𝐾𝐾
• Remember that players do not need to randomize with the same probability. They only did in this case because payoffs
are symmetric in Matrix 5.3.
Graphical Visualization: msNE
• How to graphically represent the best response of each player?
• Let’s start with the Goalie
• Goalie chooses to dive left if:
𝐸𝐸𝐸𝐸𝐺𝐺𝐺𝐺𝐺𝐺𝐺𝐺𝐺𝐺𝐺𝐺 𝐿𝐿𝐿𝐿𝐿𝐿𝐿𝐿 > 𝐸𝐸𝐸𝐸𝐺𝐺𝑜𝑜𝑜𝑜𝑜𝑜𝑜𝑜𝑜𝑜 𝑅𝑅𝑅𝑅𝑅𝑅𝑅𝑅𝑅
10𝑞𝑞 − 10 > −10𝑞𝑞 ⇒ 𝑞𝑞 > 1�2
• Mathematically, this means that, for all 𝑞𝑞 > 1⁄2, the goalie chooses to dive
left (i.e., 𝑝𝑝 = 1).
• In contrast, for all 𝑞𝑞 < 1⁄2, the goalie responds by diving right (i.e., 𝑝𝑝 = 0).
Graphical Visualization: msNE
𝐸𝐸𝐸𝐸1 𝑆𝑆 = 𝑟𝑟 −1 + 𝑝𝑝𝑝 + 1 − 𝑟𝑟 − 𝑝𝑝 0 = 𝑝𝑝 − 𝑟𝑟
Example 5.2. Finding msNE when players have
three pure strategies
• We can now set the expected utilities from Rock, Paper, and Scissors equal to each other.
• First, from 𝐸𝐸𝐸𝐸1 𝑅𝑅 = 𝐸𝐸𝐸𝐸1 𝑆𝑆 we find that:
1
1 − 𝑟𝑟 − 2𝑝𝑝 = 𝑝𝑝 − 𝑟𝑟 ⇒ 𝑝𝑝 =
3
• Second, 𝐸𝐸𝐸𝐸1 𝑃𝑃 = 𝐸𝐸𝐸𝐸1 𝑆𝑆 we find that:
1
2𝑟𝑟 + 𝑝𝑝 − 1 = 𝑝𝑝 − 𝑟𝑟 ⇒ 𝑟𝑟 =
3
1
• Therefore 1 − r − 𝑝𝑝 = .
3
• We can then summarize the msNE of this game as that, every player 𝑖𝑖, randomizes
according to the mixed strategy
1 1 1
𝑚𝑚𝑚𝑚𝑚𝑚𝑚𝑚 𝑟𝑟 ∗ , 𝑝𝑝∗ , 1 − 𝑝𝑝∗ − 𝑟𝑟 ∗ = , ,
3 3 3
which means that every player assigns the same probability weight to each of her pure strategies.
Finding Mixed Strategy Equilibria in games
with 𝑁𝑁 ≥ 2 players
“Snob Effect” game
• Consider that every player 𝑖𝑖 independently and simultaneously chooses
between alternatives 𝑋𝑋 and 𝑌𝑌, where 𝑋𝑋 can be interpreted as the snob
option, while 𝑌𝑌 is the conforming option.
• If she is the only player choosing 𝑋𝑋, she earns a payoff of 𝑎𝑎 (she is the ”cool
girl” in the group), but a payoff of 𝑏𝑏 otherwise (if anyone else chooses X too)
• When she chooses 𝑌𝑌, she earns a payoff of 𝑐𝑐 regardless of how many other
players choose 𝑋𝑋.
• Payoffs satisfy 𝑎𝑎 > 𝑐𝑐 > 𝑏𝑏.
Finding Mixed Strategy Equilibria in games
with 𝑁𝑁 ≥ 2 players
“Snob Effect” game
• Before extending the game to N players, let us consider the two-player version.
Player 2
Prob. p Prob. 1-p
X Y
Prob. 𝑝𝑝 X b, b a, c
Player
1 Prob. 1-𝑝𝑝 Y c, a c, c
Comparative Statics ∗
𝑝𝑝 = 1 −
𝑐𝑐 − 𝑏𝑏
𝑎𝑎 − 𝑏𝑏
𝑁𝑁−1
• We can also examine how the above expression 𝑝𝑝∗ changes when:
• Players are more attracted to the snob option, 𝑎𝑎 − 𝑏𝑏, which captures the
payoff gain of snob option relative to the conforming option.
• An increase in 𝑎𝑎 − 𝑏𝑏 increases the probability of choosing 𝑋𝑋.
• In contrast, an increase in 𝑐𝑐 − 𝑏𝑏, which measures the payoff loss of
not being the only individual choosing 𝑋𝑋, decreases the probability of
choosing 𝑋𝑋.
Strictly Competitive Games
• Definition. Strictly Competitive Games. A two-player game is strictly
competitive if, for every two strategy profiles 𝑠𝑠 and 𝑠𝑠 ′ ,
• if 𝑢𝑢1 𝑠𝑠 > 𝑢𝑢1 𝑠𝑠 ′ then 𝑢𝑢2 𝑠𝑠 < 𝑢𝑢2 𝑠𝑠 ′ ; and
• if 𝑢𝑢1 𝑠𝑠 = 𝑢𝑢1 𝑠𝑠 ′ , then 𝑢𝑢2 𝑠𝑠 = 𝑢𝑢2 𝑠𝑠 ′ .
• Intuitively:
• If player 1 prefers strategy profile 𝑠𝑠 to 𝑠𝑠 ′ , then player 2 has the opposite preference
order: preferring 𝑠𝑠 ′ over 𝑠𝑠; and
• if player 1 is indifferent between 𝑠𝑠 and 𝑠𝑠 ′ , player 2 must also be indifferent between
these two strategy profiles.
• Example: The penalty kicks game is an example of a strictly competitive
game where we can test the above definition (next slide).
Strictly Competitive Games
Kicker
Aim left (l) Aim Right (r)
Dive Left (L) 0,0 -10,16
Goalie
Dive Right (R) -10,16 0,0
• Comparing 𝐿𝐿, 𝑙𝑙 and 𝐿𝐿, 𝑟𝑟 , we see that the goalie prefers the former, since 0 > −10,
while the kicker prefers the latter because 0 < 16.
• Comparing 𝐿𝐿, 𝑙𝑙 and 𝑅𝑅, 𝑙𝑙 , we find that the goalie prefers the former, since 0 > −10,
while the kicker prefers the latter because 0 < 16.
• Comparing 𝐿𝐿, 𝑙𝑙 and 𝑅𝑅, 𝑟𝑟 , we see that the goalie is indifferent, and so is the kicker,
both players earning a payoff of zero in both strategy profiles.
• Comparing 𝑅𝑅, 𝑙𝑙 and 𝐿𝐿, 𝑟𝑟 , we find that the goalie is indifferent between these two
strategy profiles, earning −10 in both of them. A similar argument applies to the kicker,
who earns a payoff of 16 in both strategy profiles.
• We can confirm the definition of strictly competitive games (i.e.,′.
opposite preferences of
players 1 and 2) holds for every two strategy profiles, 𝑠𝑠 and 𝑠𝑠
Games that are not strictly competitive
• A two-player game is not strictly competitive if, for at least two strategy
profiles, 𝑠𝑠 and 𝑠𝑠 ′ , every player 𝑖𝑖 ′ 𝑠𝑠 utility satisfies 𝑢𝑢𝑖𝑖 𝑠𝑠 > 𝑢𝑢𝑖𝑖 𝑠𝑠 ′ .
Criminal
• Comparing strategy profiles 𝐴𝐴, 𝐴𝐴 and 𝐵𝐵, 𝐵𝐵 , along the main diagonal, we can see
that the police prefers 𝐴𝐴, 𝐴𝐴 to 𝐵𝐵, 𝐵𝐵 , since her payoff satisfies 10 > 7.
• Similar argument applies for the criminal, as her payoff satisfies 0 > −1.
• Because we found that players’ preferences over strategy profiles are aligned, rather
than misaligned, we can already claim that the game is not strictly competitive
without having to compare other pairs of strategy profiles.
Constant-sum Games
• Definition. Constant-sum games. A two-player game is a constant-
sum game if, for every strategy profile 𝑠𝑠, player’s payoffs satisfy
𝑢𝑢1 𝑠𝑠 + 𝑢𝑢2 𝑠𝑠 = 𝐾𝐾, where 𝐾𝐾 > 0 is a constant.
• Then, players’ payoffs must add up to the same constant across all
cells in the matrix.
• If, instead, players’ payoffs add up to a different number in at least
one of the cells, then we can claim that the game is not constant sum.
• It can still be strictly competitive, but not constant sum.
Constant-sum Games
Counterexample:
Player 2
𝑙𝑙 𝑟𝑟
𝑈𝑈 10,0 9,3
Player 1
𝐷𝐷 9,3 10,0
Matrix 5.7. A strictly competitive game that is non constant-sum
• Intuitively, every dollar that player 1 earns comes from the same dollar that player 2 loses
and vice versa.
Player 2
𝐻𝐻𝐻𝐻𝐻𝐻𝐻𝐻𝐻𝐻 𝑇𝑇𝑇𝑇𝑇𝑇𝑇𝑇𝑇𝑇
𝐻𝐻𝐻𝐻𝐻𝐻𝐻𝐻𝐻𝐻 1,-1 -1,1
Player 1
𝑇𝑇𝑇𝑇𝑇𝑇𝑇𝑇𝑇𝑇 -1,1 1,-1
Matrix 5.8. Matching Pennies Game
• Matching pennies game is zero-sum game. Rock-paper-scissors is another example.
• Specifically, in Matrix 5.8, we have that either 1 + −1 = 0 or −1 + 1 = 0.
Security Strategies
• Definition. Security Strategies. In a two-player game, player 𝑖𝑖 ′ 𝑠𝑠
security strategy, 𝑖𝑖, solves
max m𝑖𝑖𝑖𝑖 𝑢𝑢𝑖𝑖 𝜎𝜎𝑖𝑖 , 𝜎𝜎𝑗𝑗
𝜎𝜎𝑖𝑖 𝜎𝜎𝑗𝑗
• Consider the “worst-case scenario” 𝑤𝑤𝑖𝑖 𝜎𝜎𝑖𝑖 = min 𝑢𝑢𝑖𝑖 𝜎𝜎𝑖𝑖 , 𝜎𝜎𝑗𝑗
𝜎𝜎𝑗𝑗
• Player 𝑖𝑖 anticipates that player 𝑗𝑗 chooses her strategy 𝜎𝜎𝑗𝑗 to maximize her own
payoff, which entails minimizing 𝑖𝑖’s payoff, 𝑢𝑢𝑖𝑖 𝜎𝜎𝑖𝑖 , 𝜎𝜎𝑗𝑗 .
• This is because players interact in a strictly competitive game.
• Player 𝑖𝑖 then chooses her strategy 𝜎𝜎𝑖𝑖 to maximize the payoff across all worst-
case scenarios.
• Intuitively, player 𝑖𝑖 seeks to find the strategy 𝜎𝜎𝑖𝑖 that provides her with the
”best of the worst” payoffs, as represented with the max-min problem.
• This explains why security strategies are sometimes known as max-min strategies.
Tool 5.2. How to find security strategies in a
two-player game
1. Find the expected utility of player 1’s randomization, fixing player 2’s
strategy.
2. Repeat step 1 until you considered all strategies of player 2, fixing one at
a time.
3. “Min” part. Find the lower envelope of player 1’s expected utility. That is,
for each strategy 𝜎𝜎1 , find the lowest expected utility that player 1 earns.
4. “Max” part. Find the highest expected utility of the lower envelope
identified in step 3, and the corresponding strategy 𝜎𝜎1 . This is player 1’s
security strategy, 𝜎𝜎1𝑠𝑠𝑠𝑠𝑠𝑠 .
5. To find the security strategy for player 2, follow a similar process in steps
1-4 above.
Example 5.3. Finding Security Strategies
Example
Player 2
𝑙𝑙 𝑟𝑟
𝑈𝑈 10,0 9,3
Player 1
𝐷𝐷 9,3 10,0
Matrix 5.9. A Strictly Competitive Game that is non constant-sum
To find the security strategy for player 1, we follow the next steps:
1. We find player 1’s expected utility of randomizing between 𝑈𝑈 and
𝐷𝐷, with associated probabilities 𝑝𝑝 and 1 − 𝑝𝑝, respectively. First, we
fix player 2’s strategy at column 𝑙𝑙, which yields:
𝐸𝐸𝐸𝐸1 𝑝𝑝|𝑙𝑙 = 𝑝𝑝 × 10 + 1 − 𝑝𝑝 × 9 = 9 + 𝑝𝑝
Example 5.3. Finding Security Strategies
2. We now find her expected utility of
randomizing, but fixing player 2’s strategy
at column 𝑟𝑟, as follows:
𝐸𝐸𝐸𝐸1 𝑝𝑝|𝑟𝑟 = 𝑝𝑝 × 9 + 1 − 𝑝𝑝 × 10 = 10 − 𝑝𝑝
• Since 𝐸𝐸𝐸𝐸2 𝑞𝑞|𝑈𝑈 < 𝐸𝐸𝐸𝐸2 𝑞𝑞|𝐷𝐷 for all values of 𝑞𝑞,we can claim that 𝑈𝑈 is the
lower envelope.
• We can, then, notice that the highest point of 1 + 4𝑞𝑞 occurs at 𝑞𝑞 = 1,
meaning that player 1 puts full probability weight on 𝑙𝑙, which becomes his
security strategy.
In summary, the security strategy profile in this game is 𝐷𝐷, 𝑙𝑙 .
Example contd. & solving by msNE
• For msNE
• We can facilitate our analysis by noticing that strategy 𝑙𝑙 strictly dominates 𝑟𝑟 since it
yields a strictly higher payoff than 𝑟𝑟 regardless of the row that player 1 chooses
5 > 1 and 6 > 2 .
• We know players put no probability weight in strictly dominated strategies, so we can
delete column 𝑟𝑟 from the matrix and obtain:
Player 2
𝑙𝑙
𝑈𝑈 3,5
Player 1
𝐷𝐷 2,6
Matrix 5.10. A Game that is not strictly competitive – After deleting column r
• Turning now to player 1, we do not need to consider his randomization since, at this
point, he has a clear best response to 𝑙𝑙, 𝑈𝑈. Therefore, the psNE (no msNE) is 𝑈𝑈, 𝑙𝑙 .
• This equilibrium outcome does not coincide with the security strategy profile 𝐷𝐷, 𝑙𝑙 .
Correlated Equilibrium
Player 2
𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆 𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆
• Example
𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆 6,6 2,7
Player 1
𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆 7,2 0,0
Matrix 5.11. Modified Chicken game
• By underlining best response payoffs, we can find two psNEs: 𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆, 𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆 and
𝑆𝑆𝑡𝑡𝑡𝑡𝑡𝑡, 𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆 .
2
• The game also has msNE, where player 1 chooses 𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆 with probability 𝑝𝑝 = , and the same
2 3
probability applies to player 2, q= (since payoffs are symmetric).
3
• In this msNE, Player 1’s expected utility in equilibrium is
2 2 1 1 2 1 28 14 14
𝐸𝐸𝐸𝐸1 𝜎𝜎 ∗ = 6+ 2 + 7+ 0 = + = ≅ 4.67
3 3 3 3 3 3 9 9 3
𝜎𝜎 is a THPE ⇒ 𝜎𝜎 is a NE
⇍
And point (3) helps us rule out strategies D for player 1 and r for player 2 in
the 2x2 game we used as a motivation. Therefore, (D,r) is a NE but cannot be
supported as a THPE.
Example 5.9. Trembling-hand Perfect Equilibrium
Player 2
𝑙𝑙 𝑟𝑟
𝑈𝑈 1,1 0,0
Player 1
𝐷𝐷 0,0 0,0
Matrix 5.14. A Game with two psNEs, but only 𝑈𝑈, 𝑙𝑙 is THPE
• Intuitively, if player 𝑖𝑖 ′ 𝑠𝑠 expected payoff from choosing 𝑠𝑠𝑖𝑖 is higher than that
from 𝑠𝑠𝑖𝑖′ , then…
• The probability of playing 𝑠𝑠𝑖𝑖 must be at least “𝜀𝜀 times higher” than the probability of
playing 𝑠𝑠𝑖𝑖′ .
Example 5.10. 𝜀𝜀 −Proper Equilibrium
Player 2
𝑙𝑙 𝑟𝑟
𝑈𝑈 1,1 0,0
Player 1
𝐷𝐷 0,0 0,0
Matrix 5.14. A Game with two psNEs, but only 𝑈𝑈, 𝑙𝑙 is THPE
𝜀𝜀 𝜀𝜀
• Consider 𝜎𝜎𝑖𝑖 = 1 − , for every player 𝑖𝑖, where 𝑎𝑎 ≥ 2 and 0 < 𝜀𝜀 < 1.
𝑎𝑎 𝑎𝑎
• This mixed strategy is an 𝜀𝜀 − proper equilibrium because: (1) it is a totally
mixed strategy, assigning a positive probability weight to all players’
strategies; and (2) for pure strategies 𝑈𝑈 and 𝐷𝐷, their expected utilities
satisfy 𝜀𝜀 𝜀𝜀 𝜀𝜀
𝑢𝑢1 𝑈𝑈, 𝜎𝜎2 = 1 1 − + 0 = 1 − > 0 = 𝑢𝑢1 𝐷𝐷, 𝜎𝜎2
𝑎𝑎 𝑎𝑎 𝑎𝑎
𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃 2 𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃 2
𝑐𝑐𝑐𝑐𝑐𝑐𝑐𝑐𝑐𝑐𝑐𝑐𝑐 𝑙𝑙 𝑐𝑐𝑐𝑐𝑐𝑐𝑐𝑐𝑐𝑐𝑐𝑐𝑐 𝑟𝑟
Example 5.10. 𝜀𝜀 −Proper Equilibrium Example
And the probabilities of applying 𝑈𝑈 and 𝐷𝐷 are
𝜀𝜀 𝜀𝜀(𝑎𝑎−𝜀𝜀)
𝜀𝜀 × 𝜎𝜎1 𝑈𝑈 = 𝜀𝜀 1 − = and
𝑎𝑎 𝑎𝑎
𝜀𝜀
𝜎𝜎1 𝐷𝐷 =
𝑎𝑎
which satisfy
𝜀𝜀(𝑎𝑎−𝜀𝜀) 𝜀𝜀
𝜀𝜀 × 𝜎𝜎1 𝑈𝑈 = ≥ = 𝜎𝜎1 𝐷𝐷
𝑎𝑎 𝑎𝑎
since, after rearranging, this inequality simplifies to 𝑎𝑎 ≥ 𝜀𝜀, which
holds given that 𝑎𝑎 ≥ 2 and 0 < 𝜀𝜀 < 1 by assumption.
(Since the game is symmetric, a similar argument applies to player 2’s
utility from choosing 𝑙𝑙 and 𝑟𝑟, and its associated probabilities.
Proper Equilibrium
• Definition. Proper Equilibrium. A mixed strategy profile 𝜎𝜎 = 𝜎𝜎𝑖𝑖 , 𝜎𝜎−𝑖𝑖 is a
proper equilibrium if there exists:
∞
1. A sequence 𝜎𝜎𝑖𝑖𝑘𝑘 𝑘𝑘=1
that converges to 𝜎𝜎𝑖𝑖 for every player 𝑖𝑖
∞
2. A sequence 𝜀𝜀𝑖𝑖𝑘𝑘 𝑘𝑘=1
where 𝜀𝜀 𝑘𝑘 > 0 for all 𝑘𝑘, that converges to zero
∞
3. 𝜎𝜎𝑖𝑖𝑘𝑘 𝑘𝑘=1
is an 𝜀𝜀𝑘𝑘 −proper equilibrium for every 𝑘𝑘
• Proper equilibrium are also THPE, but the converse in not necessarily true.
• In other words:
• If 𝜎𝜎 is a proper equilibrium, it must be robust to a sequence of decreasing trembles
where costly mistakes are less likely to occur;
• while 𝜎𝜎 being THPE only requires that it is robust to any sequence of decreasing
trembles.
Example 5.11. Proper Equilibrium
Player 2
𝑙𝑙 𝑟𝑟
𝑈𝑈 1,1 0,0
Player 1
𝐷𝐷 0,0 0,0
Matrix 5.14. A Game with two psNEs, but only 𝑈𝑈, 𝑙𝑙 is THPE